diff options
Diffstat (limited to 'modules/bullet/rigid_body_bullet.cpp')
-rw-r--r-- | modules/bullet/rigid_body_bullet.cpp | 29 |
1 files changed, 15 insertions, 14 deletions
diff --git a/modules/bullet/rigid_body_bullet.cpp b/modules/bullet/rigid_body_bullet.cpp index f81cfe84fb..d9a77885b3 100644 --- a/modules/bullet/rigid_body_bullet.cpp +++ b/modules/bullet/rigid_body_bullet.cpp @@ -259,21 +259,21 @@ RigidBodyBullet::RigidBodyBullet() : RigidCollisionObjectBullet(CollisionObjectBullet::TYPE_RIGID_BODY), kinematic_utilities(NULL), locked_axis(0), - gravity_scale(1), mass(1), + gravity_scale(1), linearDamp(0), angularDamp(0), can_sleep(true), omit_forces_integration(false), - force_integration_callback(NULL), - isTransformChanged(false), - previousActiveState(true), maxCollisionsDetection(0), collisionsCount(0), maxAreasWhereIam(10), areaWhereIamCount(0), countGravityPointSpaces(0), - isScratchedSpaceOverrideModificator(false) { + isScratchedSpaceOverrideModificator(false), + isTransformChanged(false), + previousActiveState(true), + force_integration_callback(NULL) { godotMotionState = bulletnew(GodotMotionState(this)); @@ -351,7 +351,7 @@ void RigidBodyBullet::set_space(SpaceBullet *p_space) { void RigidBodyBullet::dispatch_callbacks() { /// The check isTransformChanged is necessary in order to call integrated forces only when the first transform is sent - if ((btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && isTransformChanged) { + if ((btBody->isKinematicObject() || btBody->isActive() || previousActiveState != btBody->isActive()) && force_integration_callback && isTransformChanged) { if (omit_forces_integration) btBody->clearForces(); @@ -535,20 +535,18 @@ void RigidBodyBullet::set_mode(PhysicsServer::BodyMode p_mode) { reload_axis_lock(); _internal_set_mass(0); break; - case PhysicsServer::BODY_MODE_RIGID: { + case PhysicsServer::BODY_MODE_RIGID: mode = PhysicsServer::BODY_MODE_RIGID; reload_axis_lock(); _internal_set_mass(0 == mass ? 1 : mass); scratch_space_override_modificator(); break; - } - case PhysicsServer::BODY_MODE_CHARACTER: { + case PhysicsServer::BODY_MODE_CHARACTER: mode = PhysicsServer::BODY_MODE_CHARACTER; reload_axis_lock(); _internal_set_mass(0 == mass ? 1 : mass); scratch_space_override_modificator(); break; - } } btBody->setAngularVelocity(btVector3(0, 0, 0)); @@ -774,10 +772,13 @@ Vector3 RigidBodyBullet::get_angular_velocity() const { void RigidBodyBullet::set_transform__bullet(const btTransform &p_global_transform) { if (mode == PhysicsServer::BODY_MODE_KINEMATIC) { + if (space) + btBody->setLinearVelocity((p_global_transform.getOrigin() - btBody->getWorldTransform().getOrigin()) / space->get_delta_time()); // The kinematic use MotionState class godotMotionState->moveBody(p_global_transform); } btBody->setWorldTransform(p_global_transform); + scratch(); } const btTransform &RigidBodyBullet::get_transform__bullet() const { @@ -924,10 +925,10 @@ void RigidBodyBullet::reload_space_override_modificator() { } switch (currentArea->get_spOv_mode()) { - ///case PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED: - /// This area does not affect gravity/damp. These are generally areas - /// that exist only to detect collisions, and objects entering or exiting them. - /// break; + case PhysicsServer::AREA_SPACE_OVERRIDE_DISABLED: + /// This area does not affect gravity/damp. These are generally areas + /// that exist only to detect collisions, and objects entering or exiting them. + break; case PhysicsServer::AREA_SPACE_OVERRIDE_COMBINE: /// This area adds its gravity/damp values to whatever has been /// calculated so far. This way, many overlapping areas can combine |